// Copyright (c) 2010, Anthony Cassidy
// All rights reserved.
// 
// Redistribution and use in source and binary forms, with or without modification, are 
// permitted provided that the following conditions are met:
// 
//     * Redistributions of source code must retain the above copyright notice, this list 
//         of conditions and the following disclaimer.
//     * Redistributions in binary form must reproduce the above copyright notice, this 
//         list of conditions and the following disclaimer in the documentation and/or 
//         other materials provided with the distribution.
//     * Neither the name of the AntsAdventureGameCreator nor the names of its contributors 
//         may be used to endorse or promote products derived from this software without 
//         specific prior written permission.
// 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY 
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES 
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT 
// SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF 
// THE POSSIBILITY OF SUCH DAMAGE.
#pragma once

class XEmitter;
class XReceiver;
class XInventory;
class InventoryItems;
/*!
@class Inventory
The Inventory represents the area in the lower right of the play area
which represents the items that the player is carrying.
<img src="Inventory.png" >
*/
class Inventory 
{
public:
    const InventoryItems& Items() const;
    void SetMouseable(bool mousable) const;
    void SetVisible(bool visible = true) const;
    bool IsVisible() const;

private:
    Inventory();
    Inventory(XInventory& copyMe);
    ~Inventory();

    std::auto_ptr<XEmitter> m_emitter;
    const XInventory* m_orig;
    InventoryItems* m_inventoryItems;

    friend class XThreadForOnEnterRoomAndOnCommandLine;
    friend class XGlobals;
};



